Dynamically finding and loading resources from the Filesystem for Android and Web Exports
A little while ago, I created a type of AudioManager to make it easier to work with sound files in bulk: Rather than assigning audio streams by hand, I was doing it programmatically; reading the contents of a directory and using
load()
to get the resources. It worked great and saved a lot of time over assigning hundreds of sound resources by hand. While this worked during development and for Windows exports, it failed on Android and Web exports.
Godot Engine 4 will, at export time, relocate these resources. So if you are reading directly from the directory where you’re expecting a file to exist, it may no longer be there after the project is exported. Instead, you will find the same file with a “
.remap
” suffix added in its place. Just strip off that “.remap” suffix and use
ResourceLoader.load()
, which understands the resource mapping and can retrieve the proper resource for you.
The reason for the resource remapping is that some platforms require assets to be bundled in specific ways or stored in specific locations. The original asset has been moved, but Godot will instead have the same filename with an added “.remap” suffix to indicate that.
If you need to load something dynamically, use the ResourceLoader, and if you’re trying to discover content, scan the directory, and strip off the .remap suffix.
As long as you’re aware of this pitfall, you should be able to handle resources in your Godot game dynamically.
I’ve abstracted this into a general-purpose resource finder:
class_nameGGResourceFinderextends RefCounted## Iterates over files in a directory## making it easy to load contents from disk at run-time.#### This finder helps find resources that are remapped for Android## and Web exportsstaticfuncfind(directory:String,suffix:String) -> Array[String]:varfiles:Array[String] =_dir_contents(directory,suffix)files.sort()returnfiles## Recursively find files from a directorystaticfunc_dir_contents(path:String,suffix:String) -> Array[String]:vardir=DirAccess.open(path)if!dir:print("GGResourceFinder: An error occurred when trying to access path: %s" % [path])return []varfiles:Array[String]dir.list_dir_begin()varfile_name=dir.get_next()whilefile_name!="":file_name=file_name.replace('.remap','')ifdir.current_is_dir():files.append_array(_dir_contents("%s/%s" % [path,file_name],suffix))eliffile_name.ends_with(suffix):files.append("%s/%s" % [path,file_name])file_name=dir.get_next()returnfiles
This script can then be used to find scenes from a particular directory. This may be relevant if you’re looking to support mods or DLCs in your Godot game since the game will have to have some way to discover and load the new content.
Anyway, path remapping is something to be aware of. I feel like that’s one of those things that’ll sneak up on you. Everything works great up until exporting, then suddenly everything’s broken for trying to be too data-driven. Some additional reading:
Here’s a tutorial on how to create breakable objects in Blender and Godot. It covers the steps needed to design and implement breakable objects, including scripting and using physics properties to make objects break apart into smaller pieces upon collision or other interactions.
Godot Engine is an open-source game engine. With the 4.0 release on the horizon, it’ll gain quite a bit of attention. And it’s an engine worth keeping an eye on. Internet Gaming. Serious business. Game development is serious business. The global gaming market size was 203 billion USD in 2020 (per fortunebusinessinsights). It is predicted …
Creating network connections with Godot is simple — as long as you have the other party’s IP address, and there’s no NAT gateway involved. Unfortunately, that’s exactly the problem in most cases. You don’t know the other party’s IP, and these days, just about everyone is behind a combination wifi router/gateway/firewall with NAT. Conceptually, NAT …
Here’s a collection of tutorials that are helpful if you’re new to using Control and Container nodes to create UIs in Godot 4. The Game Dev Artisan video covers creating a simple UI with a reload indicator for a simple 2D tank game: Clear Code’s 11+ hour Ultimate Introduction to Godot 4 has a chapter …
Dynamically finding and loading resources from the Filesystem for Android and Web Exports
A little while ago, I created a type of AudioManager to make it easier to work with sound files in bulk: Rather than assigning audio streams by hand, I was doing it programmatically; reading the contents of a directory and using
load()to get the resources. It worked great and saved a lot of time over assigning hundreds of sound resources by hand. While this worked during development and for Windows exports, it failed on Android and Web exports.Godot Engine 4 will, at export time, relocate these resources. So if you are reading directly from the directory where you’re expecting a file to exist, it may no longer be there after the project is exported. Instead, you will find the same file with a “
.remap” suffix added in its place. Just strip off that “.remap” suffix and useResourceLoader.load(), which understands the resource mapping and can retrieve the proper resource for you.The reason for the resource remapping is that some platforms require assets to be bundled in specific ways or stored in specific locations. The original asset has been moved, but Godot will instead have the same filename with an added “.remap” suffix to indicate that.
If you need to load something dynamically, use the ResourceLoader, and if you’re trying to discover content, scan the directory, and strip off the .remap suffix.
As long as you’re aware of this pitfall, you should be able to handle resources in your Godot game dynamically.
I’ve abstracted this into a general-purpose resource finder:
This script can then be used to find scenes from a particular directory. This may be relevant if you’re looking to support mods or DLCs in your Godot game since the game will have to have some way to discover and load the new content.
Anyway, path remapping is something to be aware of. I feel like that’s one of those things that’ll sneak up on you. Everything works great up until exporting, then suddenly everything’s broken for trying to be too data-driven. Some additional reading:
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Godot Engine is an open-source game engine. With the 4.0 release on the horizon, it’ll gain quite a bit of attention. And it’s an engine worth keeping an eye on. Internet Gaming. Serious business. Game development is serious business. The global gaming market size was 203 billion USD in 2020 (per fortunebusinessinsights). It is predicted …
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